private bool roleIsDie = false; //玩家死亡 public UCharacterController(int index, string skeleton, string weapon, string head, string chest, string hand, string feet, bool combine = false) { roleChangeColorWeaponMgr = new RoleChangeColorWeapon(index, skeleton, weapon, head, chest, hand, feet, combine); roleInstance = roleChangeColorWeaponMgr.GetRoleInstance(); // mainPro = roleInstance.transform.GetComponent<roleProperty>(); roleDamageManager = new RoleDamageCal(); //roleInstance.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); }
public void onlyRoleDestory() { roleInstance = null; roleChangeColorWeaponMgr.dataDestory(); roleChangeColorWeaponMgr = null; mainRoleState = null; //角色位置及Camer管理 rolePosCamer = null; mainPro = null; attackMonster = null; //被玩家攻击的怪物 roleIsAttack = false; //玩家是否正在攻击中 roleIsEscape = false; //玩家逃跑中 roleIsDie = false; //玩家死亡 skillDestory(); }
public UCharacterController(string preStr) { roleChangeColorWeaponMgr = new RoleChangeColorWeapon(preStr); roleInstance = roleChangeColorWeaponMgr.GetRoleInstance(); }